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415 lines
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91-05/VR.5dollars.paper
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As appeared in: Proceedings of the ACM SIGCHI Human Factors in Computer
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Systems Conference, April, 1991, New Orleans
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Virtual Reality on Five Dollars a Day
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Randy Pausch
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Computer Science Department
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University of Virginia
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Thornton Hall
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Charlottesville, VA 22903
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Pausch@Virginia.edu
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ABSTRACT
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Virtual reality systems using head-mounted displays and glove input are
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gaining popularity but their cost prohibits widespread use. We have
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developed a system using an 80386 IBM-PCTM, a Polhemus 3Space IsotrakTM, two
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Reflection Technology Private EyeTM displays, and a Mattel Power GloveTM.
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For less than $5,000, we have created an effective vehicle for developing
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interaction techniques in virtual reality. Our system displays monochrome
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wire frames of objects with a spatial resolution of 720 by 280, the highest
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resolution head-mounted system published to date. We have confirmed findings
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by other researchers that low-latency interaction is significantly more
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important than high-quality graphics or stereoscopy. We have also found it
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useful to display reference objects to our user, specifically a ground plane
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for reference and a vehicle containing the user.
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KEYWORDS: Virtual reality, head-mounted display, glove input, computer
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graphics, teleoperation, speech recognition, hand gesturing,
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three-dimensional interaction.
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INTRODUCTION
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Virtual reality systems are currently gaining popularity but the cost of the
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underlying hardware has limited research in the field. With any new
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technology, there is an early period where informal observations are made
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and large breakthroughs are possible. We believe that the best way to speed
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up this process with head-mounted display/glove input systems is to provide
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low cost versions of the technology so larger numbers of researchers may use
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it. We have developed a complete virtual reality system for less than
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$5,000, or less than five dollars per day if amortized over a three-year
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period. We built the system because we had an immediate need and also to
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show that virtual reality research can be done without expensive hardware.
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Our immediate interest in virtual reality interaction comes from the Tailor
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project[18], whose goal is to allow severely disabled children to control
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devices via gesture input. The Tailor system adjusts to each child's
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possible range of motion and converts motion in that range into analog
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control signals that drive software applications. To specify motion
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mappings, therapists with no technical background must specify one
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dimensional curves and two dimensional surfaces in three dimensional space.
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Using our low cost system, we will allow therapists to interactively
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manipulate a wire frame mesh by using the glove to grasp control points on
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the mesh.
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Our system provides 720 by 280 spatial resolution and weighs 6 ounces,
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making it higher resolution and lower weight than head-mounted displays
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previously reported in the literature. In this paper, we present several
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design observations made after experience with our system. Our first
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observation is that increasing spatial resolution does not greatly improve
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the quality of the system. We typically decrease our resolution to increase
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our rendering speed. We also observe that stereoscopy is not critical, and
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that reference objects such as a ground plane and a virtual vehicle are
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extremely helpful to the user.
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SYSTEM DESCRIPTION
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The main processor for our system is a 2.5 MIP, 20 Mhz 386-based IBM-PCTM
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compatible with 640K of RAM, a 80387 floating point co-processor, and
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MS-DOSTM. Our head-mounted display uses a combination of two Private Eye
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displays manufactured by Reflection Technology, Inc. [1]. Figure 1 shows a
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Private Eye, a 1.2 by 1.3 by 3.5 inch device weighing 2.5 ounces. The 1 inch
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square monochrome display surface has a resolution of 720 horizontal by 280
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vertical red pixels against a black background. Optics between the user's
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eye and the display surface make the image appear to be one to three feet
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wide, "floating" several feet away.
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The Private Eye is implemented with a vertical column of 280 red LEDs,
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manufactured as a unit to pack them as densely as possible. To fill the
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entire visual display area, the LEDs are switched on and off rapidly as a
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vibrating mirror rotates through the 720 different vertical columns of the
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display, as shown in Figure 2. The Private Eye can "shadow" a standard CGA
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display with resolution of either 640 by 200 or 320 by 200 pixels, or it can
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be accessed a library which supports a spatial resolution of 720 by 280
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resolution. The library allows the painting of text and bitmaps, but does
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not support graphics primitives such as lines; therefore, we use the device
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by shadowing a CGA display.
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Reflection Technologies is marketing the Private Eye primarily as a
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"hands-busy" display; Figure 3 shows how the company expects most users to
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wear the device. The user can look down into the display without obstructing
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normal vision. Figure 4 shows how we mount two Private Eyes underneath a
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baseball cap. We have also used sunglasses with leather sides to shield the
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user from peripheral distractions. Our head-mounted display can either be
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stereoscopic or bi-ocular (each eye receives the same picture).
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We use a Polhemus 3Space Isotrak[20] to track the position and orientation
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of the user's head. The Isotrak senses changes in a magnetic field and
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reports three spatial (x, y, z) and three angular (yaw, pitch, roll)
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coordinates 60 times each second. Our system uses the Mattel Power Glove as
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an input device for position and gesture information. The glove is
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manufactured by Mattel, Inc., under licence from Abrams-Gentile
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Entertainment, Inc. (AGE). The Power Glove is provided to retail stores at a
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wholesale cost of 62 dollars and is sold at a retail cost ranging between 70
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and 100 dollars. Although Mattel does not release unit sales figures, they
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report that in 1989 the Power Glove generated over 40 million dollars in
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revenue, implying that over half a million gloves were sold that year.
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Early glove research was conducted at VPL Research, Inc., the manufacturers
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of the DataGloveTM[23,27]. The DataGlove uses fiber optics to determine
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finger bend and a Polhemus tracker to determine hand position. Neither of
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these technologies could be mass produced easily, so the Power Glove uses
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variable resistance material for finger bend, and ultrasonics for hand
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position.
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The Power Glove is marketed as a peripheral for the Nintendo Entertainment
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SystemTM. To thwart rival toy manufacturers, the data stream between the
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Power Glove and the main Nintendo unit is encrypted. When the Power Glove
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was originally introduced, it was rumored that dozens of research groups
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across the country began working on decrypting this data stream, and that
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several groups actually broke the code. An article appeared in Byte magazine
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describing how to attach the glove as a serial device, but only allowed the
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glove to emulate a joystick-type input device[6]. Rather than engaging in
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cryptography, we phoned Chris Gentile at AGE and described our research
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goals. He allowed us to sign a non-disclosure agreement and within days sent
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us a decrypting device that allows us to use the glove as a serial device
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communicating over an RS232 line. AGE and VPL Research have recently
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announced the VPL/AGE Power Glove Education Support Program[26] and plan to
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provide a low cost glove with 5 degrees of freedom for between 150 and 200
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dollars.
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The Power Glove uses two ultrasonic transmitters on the back of the user's
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hand and three wall-mounted receivers configured in an L-shape. The glove
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communicates successfully within ten to fifteen feet of the receivers when
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it is oriented towards them. As the glove turns away from the receivers, the
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signals degrades. Although some signal is received up to a 90 degree angle,
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Mattel claims the glove is only usable at up to roughly 45 degrees. When the
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glove is within five to six feet of the receivers, its (x, y, z) coordinate
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information is accurate to within 0.25 inches [15]. In addition to position
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information, the Power Glove provides roll information, where roll is the
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angle made by pivoting the hand around the axis of the forearm. Roll is
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reported in one of twelve possible positions.
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Finger bend is determined from the varying resistance through materials
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running the length of the finger. The user's thumb, index, middle, and ring
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finger bend are each reported as a two-bit integer. This four-position
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granularity is significantly less than the resolution provided by the VPL
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DataGlove, but most of the gestures used in previously published virtual
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reality systems can be supported with only two bits per finger [2,8,11,25].
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The only hardware we plan to add to our system is for voice input. Several
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small vocabulary, speaker-dependent input devices exist for the PC, all
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costing several hundred dollars. Once this is added, many of the commands
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currently given by hand gesture will be replaced by voice input.
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All software for our system is locally developed in ANSI-standard C [12]. We
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have a simple version of PHIGS [10] and are using a locally developed user
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interface toolkit [17]. Our low-level graphics and input handling packages
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have been widely ported, and allow our students to develop applications on
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SunsTM, MacintoshesTM, or PCs before running them on the machine equipped
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with the head-mounted display. We are currently developing a
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three-dimensional glove-based object editor.
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Although fast enough to be used, the limiting factor of our system's
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performance is the speed of line scan conversion. We draw monochrome wire
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frame objects, but are limited by the hardware's ability to draw lines. The
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hardware can render 500 vectors per second (of random orientation and
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length) but our CPU can execute the floating point viewing transformations
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for 3,500 vectors per second. In practice, we tend to use scenes with
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roughly 50 lines and we sustain a rate of 7 frames per second.
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High-performance scan-conversion boards currently exist which would
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substantially improve our rendering capabilities, and we expect their price
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to drop substantially in the coming year.
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The major limitation of our system's usability is the lag of the Polhemus
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Isotrak. Other researchers using the Isotrak have also reported this
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problem; no one has precisely documented its duration, but it is within 150
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and 250 milliseconds[9]. Ascension Technology, Inc. recently announced the
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BirdTM, a $5,000 competitor to the Polhemus Isotrak with a lag of only 24
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milliseconds[21].
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The existing system, when augmented with voice, will still cost less than
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$5,000 in hardware ($750 for each eye, $3,000 for the head tracker, $80 for
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the Power Glove, and ~$400 for the voice input). For less than the cost of a
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high resolution color monitor, we have added the I/O devices to support a
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complete virtual reality system.
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RESEARCH OBSERVATIONS
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Fred Brooks [5] has commented that:
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"A major issue perplexes and bedevils the computer-human interface community
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-- the tension between narrow truths proved convincingly by statistically
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sound experiments, and broad `truths,' generally applicable, but supported
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only by possibly unrepresentative observations."
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Brooks distinguishes between findings, observations, and rules-of-thumb, and
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states that we should provide results in all three categories, as
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appropriate. Most research presented to date in virtual reality are either
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what Brooks calls observations or rules-of-thumb, and we continue in this
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vein, stating our experience:
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The quality of the graphics is not as important as the interaction latency
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If we had to choose between them, we would prefer to decrease our tracking
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lag than increase our graphics capabilities. Although we have much greater
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spatial resolution than other head-mounted displays, this does not seem to
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significantly improve the quality of our system. Our experience confirms
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what has been discovered at VPL Research and NASA AMES research center: if
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the display is driven by user head motion, users can tolerate low display
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resolution, but notice lag in the 200 millisecond range.
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Stereoscopy is not essential
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Users of bi-ocular and monocular (one eye covered with a patch) versions of
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our system could maneuver and interact with objects in the environment.
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Since a straightforward implementation of stereo viewing slows down graphics
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by a factor of two or doubles the hardware cost, it is not always an
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appropriate use of resources.
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A ground plane is extremely useful
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Non-head-mounted virtual worlds sometimes introduce a ground plane to
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provide orientation [3,22]. In expensive head-mounted systems, the floor is
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usually implicitly included as a shaded polygon. We found the need in our
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system to include an artificial ground plane for reference, drawn as a
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rectangular grid of either lines or dots.
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Display the limits of the "vehicle" to the user
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In virtual reality, a user's movement is always constrained by the physical
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world. In most systems this manifests with the user straining an umbilical
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cord. Even in systems with no umbilical and infinite range trackers, this
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problem will still exist. Unless the user is in the middle of a large, open
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space the real world will limit the user's motions. In the VIEW system [7,8]
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a waist-level hexagon displays the range of the tracker, but is part of the
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world scene and does not move as the user flies. We treat the user as always
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residing in a "vehicle" [24]. The vehicle for a Polhemus is roughly a ten
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foot hemisphere. If the user wishes to view an object within the range of
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the vehicle, he may walk over to it, thereby changing his own location
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within the vehicle. If, however, the user wishes to grab an object not
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currently in the vehicle, he must first fly the vehicle until the desired
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object is within the vehicle, as shown in Figure 5. Note that the user may
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be simultaneously moving within the vehicle and changing the vehicle's
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position in the virtual world, although in practice our users do not combine
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these operations. For small vehicles it is probably appropriate to always
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display their bounds but for larger vehicles it may be better to show their
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bounds only when users are near the edges.
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FUTURE WORK
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Adding voice input will allow us to experiment with a model we have
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developed to support object selection via simultaneous voice and gesture
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input. We have already built a prototype of this selection model using a
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display screen in combination with voice and gesture input and will attempt
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to repeat those results using a head-mounted display[19].
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We also will be addressing the registration problem, or the correct matching
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of real and synthetic objects. Until force-feedback technology improves from
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its current state[14,16], glove-based systems will have to use real-world
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objects as tactile and force feedback to the user for some tasks. For
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example, one could perform a virtual version of the popular magic trick
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"cups and balls" by moving real cups on a real table, but having arbitrary
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virtual objects appear under the cups. The graphics for the cups, which can
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be grasped and moved, must closely correspond to the real world cups. By
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attaching trackers to real world objects, we will study how closely the
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visual image must match reality to avoid user dissatisfaction. A second
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approach to this problem is to use the Private Eye as a heads up display,
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wearing it over only one eye and allowing the user to correlate the real
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world and synthetic graphics.
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We are currently pursuing support to create a laboratory with between ten
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and twenty low cost virtual reality stations. By providing reasonable access
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to an entire graduate or undergraduate class, we suspect we may quickly
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develop a large number of new interaction techniques. Jaron Lanier has
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commented that in virtual reality, "creativity is the only thing of value"
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[13]. A good way to spark creative breakthroughs is to increase the number
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of people actively using the technology. We are also exploring the
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possibility of creating a self-contained, portable system based on a laptop
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machine.
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CONCLUSIONS
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The field of virtual reality research is in its infancy, and will benefit
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greatly from putting the technology into as many researchers' hands as
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possible. The virtual reality systems previously described in the literature
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cost more than most researchers can afford. We have shown that for less than
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$5,000, or five dollars per day over three years, researchers can use a
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head-mounted display with glove and voice input. Our system has a higher
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spatial resolution than any previous system, and is significantly lighter
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than previous systems [4,7]. For glove input, the Power Glove has provided
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excellent spatial accuracy and usable finger bend data. Based on experience
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with our system, we have found that interaction latency is significantly
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more important than display resolution or stereoscopy, and that the user can
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greatly benefit from the display of reference objects, such as a ground
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plane and a virtual vehicle.
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ACKNOWLEDGMENTS
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This work could not have proceeded without the help we received from Chris
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Gentile of AGE. Novak of Mattel, Inc. also provided assistance with an early
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draft of the paper. We would also like to thank Ronald Williams, Pramod
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Dwivedi, Larry Ferber, Rich Gossweiler, and Chris Long at the University of
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Virginia for their help.
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REFERENCES
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1. Becker, A.,Design Case Study: Private Eye, Information Display, March,
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1990.
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2. Blanchard, C., Burgess, S., Harvill, Y., Lanier, J, and Lasko, A.,
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Reality Built for Two: A Virtual Reality Tool," ACM SIGGRAPH 1990 Symposium
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on Interactive 3D Graphics, March, 1990.
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3. Brett, C.,Pieper, S., and Zeltzer, D., Putting It All Together: An
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Integrated Package for Viewing and Editing 3D Microworlds, Proceedings of
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the 4th Usenix Computer Graphics Workshop, October, 1987.
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4. Brooks, F., Walkthrough - A Dynamic Graphics System for Simulating
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Virtual Buildings, Proceedings of the 1986 ACM Workshop on Interactive
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Graphics, October, 1986, 9-21.
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5. Brooks, F., Grasping Reality Through Illusion: Interactive Graphics
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Serving Science, Proceedings of the ACM SIGCHI Human Factors in Computer
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Systems Conference, Washington, D.C., May 17, 1988, 1-11.
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6. Eglowstein, H.,Reach Out and Touch Your Data, Byte, July 1990, 283-290.
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7. Fisher, S.,McGreevy, M.,Humphries, J., and Robinett, M., Virtual
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Environment Display System, Proceedings of the 1986 ACM Workshop on
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Interactive Graphics, October, 1986, 77-87.
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8. Fisher, S., The AMES Virtual Environment Workstation (VIEW), SIGGRAPH `89
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Course #29 Notes, August, 1989. (included a videotape).
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9. Fisher, S., Personal Communication (electronic mail), Crystal River,
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Inc., September 28, 1990.
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10. Foley, J., van Dam, A., Feiner, S., and Hughes, J., Computer Graphics,
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Principles and Practices, Addison-Wesley Publishing Co., 1990.
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11. Kaufman, A., Yagel, R. and Bakalash, R., Direct Interaction with a 3D
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Volumetric Environment, ACM SIGGRAPH 1990 Symposium on Interactive 3D
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Graphics, March, 1990.
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12. Kelley, A. and Pohl, I., A Book on C, second Edition, Benjamin/Cummings
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Publishing Company, Inc., 1990.
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13. Lanier, J., Plenary Address on Virtual Reality, Proceedings of UIST: the
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Annual ACM SIGGRAPH Symposium on User Interface Software and Technology,
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November, 1989.
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14. Ming, O., Pique, M., Hughes, J., and Brooks, F., Force Display Performs
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Better than Visual Display in a Simple 6-D Docking Task, IEEE Robotics and
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Automation Conference, May, 1989.
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15. Novak, Personal Communication (telephone call), January 3, 1991.
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16. Ouh-young, M., Pique, M., Hughes, J., Srinivasan, N., and Brooks, F.,
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Using a Manipulator For Force Display in Molecular Docking, IEEE Robotics
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and Automation Conference 3 (April, 1988), 1824-1829.
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17. Pausch, R., A Tutorial for SUIT, the Simple User Interface Toolkit,
|
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|
Technical Report Tech. Rep.-90-29, University of Virginia Computer Science
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Department, September 1, 1990.
|
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|
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18. Pausch, R., and Williams, R., Tailor: Creating Custom User Interfaces
|
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|
Based on Gesture, Proceedings of UIST: the Annual ACM SIGGRAPH Symposium on
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|
User Interface Software and Technology, October, 1990, 123-134.
|
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19. Pausch, R., and Gossweiler, R., "UserVerse: Application-Independent
|
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|
Object Selection Using Inaccurate Multi-Modal Input," in Multimedia and
|
|||
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Multimodal User Interface Design, edited M. Blattner and R. Dannenberg,
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Addison-Wesley, 1991 (to appear).
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20. Rabb, F., Blood, E., Steiner, R., and. Jones, H., Magnetic Position and
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Orientation Tracking System, IEEE Transaction on Aerospace and Electronic
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Systems, 15, 5 (September, 1979), 709-718.
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21. Scully, J., Personal Communication (letter), Ascension Technology, Inc.,
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|
PO Box 527, Burlington, VT 05402 (802) 655-7879, June 27, 1990.
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|
22. Sturman, D., Pieper, S., and Zeltzer, D., Hands-on Interaction With
|
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|
Virtual Environments, Proceedings of UIST: the Annual ACM SIGGRAPH Symposium
|
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on User Interface Software and Technology, November, 1989.
|
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|||
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23. VPL-Research, DataGlove Model 2 Users Manual, Inc., 1987.
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24. Ware, C., and Osborne, S., Exploration and Virtual Camera Control in
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|
Virtual Three Dimensional Environments, ACM SIGGRAPH 1990 Symposium on
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|||
|
Interactive 3D Graphics, March, 1990.
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|
25. Weimer, D., and Ganapathy, S., A Synthetic Visual Environment with Hand
|
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|
Gesturing and Voice Input, Proceedings of the ACM SIGCHI Human Factors in
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Computer Systems Conference, April, 1989, 235-240.
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26. Zachary, G., and Gentile, C., Personal Communication (letter), VPL
|
|||
|
Research, Inc., July 18, 1990. VPL/AGE Power Glove Support Program, VPL
|
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|
Research, Inc., 656 Bair Island Road, Suite 304, Redwood City, CA 94063,
|
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|
(415) 361-1710.
|
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|
|
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|
27. Zimmerman, T., Lanier, J., Blanchard, C., Bryson, S., and Harvill, Y., A
|
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|
Hand Gesture Interface Device, Graphics Interface `87, May, 1987, 189-192.
|
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--
|
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|
--------------------------------------------------------------------
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|
Randy Pausch (Pausch@Virginia.Edu) 804-982-2211 FAX: (804) 982-2214
|
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|
Assistant Professor, Computer Science Department, Thornton Hall,
|
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|
University of Virginia, Charlottesville, VA 22903-2442
|
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